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LeBlanc Build Guide by Fruyti

LeBlanc - Competitive Play

LeBlanc - Competitive Play

Updated on November 17, 2012
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League of Legends Build Guide Author Fruyti Build Guide By Fruyti 62 9 150,155 Views 45 Comments
62 9 150,155 Views 45 Comments League of Legends Build Guide Author Fruyti LeBlanc Build Guide By Fruyti Updated on November 17, 2012
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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Flash

Flash

Introduction



Hey guys, I'm Minh, [Incapacitate in MobaFire and sL Anomaly in League of Legends] and this is my second LeBlanc guide. After months of experience in solo queue ranked, duo queue ranked, premade fives, and a lot of normal games, I decided to make a whole new guide for a competitive LeBlanc player. Even though it's a guide based on high elo gameplay, even if you follow the guide as a beginner or an expert it will lead you to success whether normals, ranked, premades, or any other game modes!

Welcome to LeBlanc - Competitive Play, I hope you will learn much from this guide I worked hard on as I will discuss every major point about the caster, LeBlanc.
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Advantages and Disadvantages




All champions have strengths and weaknesses, if your team requires a quick assassin to destroy their squishy carries, then LeBlanc is the perfect choice for that job. However, LeBlanc still has some issues that affect her greatly.
Advantages

fil

1. Powerful laning
2. Strong ganker
3. Easy farmer
4. High burst
5. Very mobile
6. Can pull off insane plays
fillerfillerfillerfillerfiller Disadvantages

fill

1. Very Squishy
2. Mana dependant
3. Targeted in teamfights
4. If not fed, falls off
5. Requires thinking to play
correctly
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Runes



In this section I will show you which rune build to use with LeBlanc and discuss the importance of each them. Below there will be three rune builds that will explain why to pick a certain page because not every game is the same, meaning you need to switch it up sometimes depending on the situation.



Greater Quintessence of Ability Power: Provides 15 ability power, which is where most of your ability power will come from early game to dominate your lane or other lanes. This Quintessence will help you or your teammates get more kills because ganks will be quick and easy with the bursting potential you have.

Greater Mark of Magic Penetration: Provides 8.5 magic penetration, making you shred through MR tanks like crazy. Also, this mark will effect all of LeBlanc's abilities throughout the whole game along with your Haunting Guise and Sorcerer's Shoes to provide extra magic penetration making it a must have.

Greater Seal of Replenishment: Provides 3.7 mana regeneration every five seconds making it very useful for LeBlanc. The reason why she needs mana regeneration is because she is very mana dependent. Normally your jungler takes the first blue buff meaning you need to manage your mana for another five minutes, and these seals really help her with that.

Greater Glyph of Magic Resist: Provides 12 magic resist making you tankier in middle lane if your opponent is an AP carry. The reason why you would go with flat magic resistance glyphs rather than scaling magic resistance [MR per level] glyphs is because you need the extra tankiness to trade with heavy bursting opponents like Annie, Ahri, Swain, and Cassiopeia.

Runes

Precision
Fleet Footwork
Phase Rush


Greater Quintessence of Ability Power: Provides 15 ability power, which is where most of your ability power will come from early game to dominate your lane or other lanes. This Quintessence will help you or your teammates get more kills because ganks will be quick and easy with the bursting potential you have.

Greater Mark of Magic Penetration: Provides 8.5 magic penetration, making you shred through MR tanks like crazy. Also, this mark will effect all of LeBlanc's abilities throughout the whole game along with your Haunting Guise and Sorcerer's Shoes to provide extra magic penetration making it a must have.

Greater Seal of Armor: Provides 13 armor, the reason why you would take armor seals sometimes is because people try to counter LeBlanc. They may do it using Pantheon, Talon, or Jayce, which are champions that you could see in middle lane to try and destroy you. Flat armor will help you deal with their heavy heavy burst and allow you to trade with them more efficiently.

Greater Glyph of Scaling Ability Power: Provides 28 ability power at level eighteen. The reason why you would take AP per level glyphs rather than MR glyphs is because you're already against an AD mid meaning that you don't need MR to lane against them. Remember your job is to dominate your lane or other lanes, meaning that you cannot go all out defensive, these AP per level glyphs will help you with the extra damage and help you late game [if it gets to that point].

Runes

Precision
Fleet Footwork
Phase Rush


Greater Quintessence of Ability Power: Provides 15 ability power, which is where most of your ability power will come from early game to dominate your lane or other lanes. This Quintessence will help you or your teammates get more kills because ganks will be quick and easy with the bursting potential you have.

Greater Mark of Magic Penetration: Provides 8.5 magic penetration, making you shred through MR tanks like crazy. Also, this mark will effect all of LeBlanc's abilities throughout the whole game along with your Haunting Guise and Sorcerer's Shoes to provide extra magic penetration making it a must have.

Greater Seal of Replenishment: Provides 3.7 mana regeneration every five seconds making it very useful for LeBlanc. The reason why she needs mana regeneration is because she is very mana dependent. Normally your jungler takes the first blue buff meaning you need to manage your mana for another five minutes, and these seals really help her with that.

Greater Glyph of Scaling Ability Power: Provides 28 ability power at level eighteen. The reason why you would take AP per level glyphs rather than MR glyphs is because if you're not against a high burst caster like Annie or a high burst AD caster like Pantheon but against a Morgana, a champion that if she misses one skill in her combo, could lead to her demise. And since you are LeBlanc you can easily dodge her Dark Binding and Soul Shackles with a simple Distortion. This means that magic resistance is not a need and extra ability power will help you in the long run.
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Masteries



Just like rune setup, LeBlanc has many mastery setups as well. These can differentiate depending on certain situations based on champion select.



This page [21/0/9] is the normal average setup for an AP mid, focusing on extra AP from the offensive side as well as extra attack damage for easier last hitting since Havoc isn't that good of a mastery spell. It also focuses on mana regeneration from Meditation , flat mana from Expanded Mind , and longer buff duration from Runic Affinity (normally blue buff).



This page [21/9/0] is the normal average setup for an AP mid, with a little twist. It focuses on extra AP from the offensive side as well as extra attack damage for easier last hitting since Havoc isn't that good of a mastery spell. The twist is the nine points in defensive tree. The nine points in the defensive tree will help you be very aggressive during the laning phase against other AP mids without taking as much damage being 21/0/9 because of the three points in Resistance . Another benefit is the extra health to make you tankier than usual which could bait the enemy into blowing everything on you and letting you come out on top with a kill or an assist. However, the only downside to this is that you need to manage your mana by using blue buff and mana regeneration seals.



This page [21/9/0] is the normal average setup for an AP mid, with a little twist. It focuses on extra AP from the offensive side as well as extra attack damage for easier last hitting since Havoc isn't that good of a mastery spell. The twist is the nine points in defensive tree. The nine points in the defensive tree will help you be very aggressive during the laning phase against AD mids like Talon or Pantheon without taking as much damage being 21/0/9 because of the three points in Hardiness . Another benefit is the extra health to make you tankier than usual which could bait the enemy into blowing everything on you and letting you come out on top with a kill or an assist. However, the only downside to this is that you need to manage your mana by using blue buff and mana regeneration seals.
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Summoner Spells



There are many summoner spells out there that you may think are so fabulous on LeBlanc but based on streams, gameplay, personal experience, and several experiments.. there are only two spells that are viable for LeBlanc, which are Ignite and Flash. Below I will discuss why those are the only summoner spells you should take.

fillfillerfillerfillerfillerfillerfillerfillerfillerfillerfiller


Ignite is the spell that tops off LeBlanc's kit. It helps her secure kills, help an ally escape by narrowly killing them, and counters major threats or regenerate health quickly like Swain's Ravenous Flock, Morgana's Soul Siphon, and Dr. Mundo's Maximum Dosage. Ignite is clearly the best offensive summoner for LeBlanc because in able to snowball she needs to pick up kills, and in order to secure kills she needs a summoner spell that can do that for her when they walk away with 10 hp from your combos.

Flash is the spell that provides extra utility to LeBlanc even if she has two blinks, a silence that can last up to seven seconds, and two snares, she STILL needs Flash in order to make plays. These plays include, cherry picking [taking out] their carry and flashing out of a bad situation when your Distortion is down, use both of your dashes and a Flash to Ethereal Chains your opponent and picking up an ace, or maybe even blink three times using Distortion, Mimic, and Flash to escape a sticky situation. Also, Flash acts as a free get out of jail card, because every time you've been out of position, ganked, or about to get hit by a Trueshot Barrage or Enchanted Crystal Arrow pressing D or F could save your life. Out of all the summoner spells, Flash provides the most utility for LeBlanc because it correlates with her kit more efficiently. Ghost, Exhaust, and Cleanse do not provide the mobility she needs in order to perform as an assassin as much as Flash does.
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Itemization



With LeBlanc there are many item builds that can suit her very well, but after playing many many games with her in which I experimented many builds, this is the only item path that easily lets her dominate early game but still makes her do incredible burst to carries late game.



Boots: Purchasing these at level one provide a lot of mobility that can be used to harass a foe or escape from one or set up a gank for your teammate.

Health Potion: Buying three of these along with your tier 1 boots will allow you to sustain in lane and trade with your enemy. These can save your life from the DoT [damage over time] from Ignite, Torment, or maybe even Lizard Elder [red buff]!

Doran's Ring: Buying two of these early game will be very useful throughout the whole game until you have money for stronger replacements. These give health, mana regeneration, and ability power, all useful to LeBlanc! The extra ability power will help cripple your foe forcing them to blue pill [recall] as you can push their minion wave and deny them of experience as you gank/dive other lanes.

Haunting Guise: Alright.. this item.. some of you may be like, "l0l n0ob fruyti kitty y buy haunting guis?!?!?" However, after experimenting with it this item is most definitely worth it because of the cost to use ratio. Haunting Guise gives ability power, magic penetration, and health, making you tanky and strong. It is most definitely an early game item that can shred through your opponents' Negatron Cloak, Null-Magic Mantle, or Hexdrinker. Even though the item is stronger early, it is still very useful late game where you will have Sorcerer's Shoes, Void Staff, Haunting Guise, and Greater Mark of Magic Penetration, giving you a lot of magic penetration making your burst gigantic.

Rabadon's Deathcap: Derp, this item gives a lot of ability power, meaning that it is basically a necessity for LeBlanc to make her stronger throughout the game.

Deathfire Grasp: Another necessity for LeBlanc because it is the major component towards her combo, it does 25% of the targets current health along with +4% per 100 ability power. It also grants you 15% cooldown reduction which is an added benefit as well.

Void Staff: Magic penetration and ability power, a great item against tanks even squishy carries.

Lich Bane: Okay this item, you guys may be questioning why this item is so crucial to LeBlanc. It gives movement speed, mana, magic resistance and ability power, okay: that's good right? Yes it is! Another crucial factor of the item is the unique passive: When you use an ability, your next physical attack will deal an additional 100% of your ability power in damage. This item can be a great finisher after you unleash your combo and the enemy is fleeing in terror. With just one auto attack you can deal a significant amount of damage that the enemy wont expect. Another reason why it is such a good item is because it deals a lot of turret/structure/baron damage too, making map objectives so much easier!

Elixir of Brilliance: Buy this when your full build is done, it gives ability power and cooldown reduction making it a very useful elixir to have.

Elixir of Fortitude: Again, buy this item when your full build is done, it gives health and attack damage, but the health is probably the only thing that benefits you in the game.

Oracle's Elixir: Buy this item when it is late game when your support cannot afford one, normally I buy it after my build and Elixir of Brilliance and Elixir of Fortitude are done, but sometimes I will buy it when both teams are desperate for objectives (Baron, Dragon, and buffs) as well as map control.

Item Sequence

Archangel's Staff 2900
Athene's Unholy Grail 2250
Morello's Evil Tome 2200
Rod of Ages 2600
Rylai's Crystal Scepter 2600

Common Misconceptions:

Mejai's Soulstealer, Archangel's Staff, Athene's Unholy Grail, Morello's Evil Tome, Rod of Ages, and Rylai's Crystal Scepter are good items for LeBlanc. Well you're wrong, even though these items provide the stats that benefit AP carries, they just aren't right for LeBlanc.

Mejai's Soulstealer: Yes, I know LeBlanc relies on early game snowballing, but rushing or even building this item is just not okay. In order to make Mejai's Soulstealer effective you need to purchase it early, meaning that you have to sacrifice ability power, health, and mana regeneration from Doran's Ring. Let's face it too, you can't be sure that you aren't going to die during the game, things are bound to happen! And if you die, the money you bought and the item slot you just used for this item has gone down the drain.

Archangel's Staff: You'll probobaly only see this item on Ryze, Kog'Maw, and maybe Karthus (not likely). The reason why this Archangel's Staff doesn't work well with LeBlanc is because she relies on early kills or lane dominance, and purchasing the major component of the staff, Tear of the Goddess will cost you 1,000 gold leaving you squishy, burst-less, and needing to spam spells that will push your lane if you want those tear stacks.

Athene's Unholy Grail: Okay, this item can work with LeBlanc but she doesn't have mana problems as long as you make use of your runes and Doran's Rings correctly. As LeBlanc you need burst items, and Athene's Unholy Grail only provides you ability power bursting wise.

Morello's Evil Tome: The way I look at it, Morello's Evil Tome is the item most people look at because of its cooldown reduction stats, which is 20%. However, if you think about it, with the combination of 4% from Sorcery in your masteries, blue buff (15%), an Elixir of Brilliance, and Deathfire Grasp's 15%, you have 44% cooldown reduction, which is 4% over the MAXIMUM cooldown reduction percent.

Rod of Ages: Provides way too little AP early game because you have to finish catalyst of the protector. And even after you finish it, it requires 10 minutes to charge to full stacks, by then the enemy team will have magic resist for you, making you ultimately, useless.

Rylai's Crystal Scepter: The health component may be nice, and the ability power, but the slow is just not worth it. You already have Ethereal Chains that slow and snare, meaning that you and your team can easily follow up on it. There is no point for a slow on LeBlanc either because she relies on bursting the enemy carries, not kiting them like an Ahri.

Item Sequence

Vision Ward 75


Sight Ward: These wards are an important function in a game that can make it or break it, warding key objectives of the map can save your life, an allies life, or earn your team another kill or gold advantage. These little things give you the upper hand advantage, normally, a team with more map control early-mid game can easily win the game.

Vision Ward: These wards do the exact thing that a Sight Ward would do but cost more, fortunately though, they can see past Sight Wards and stealthed champions, meaning that you can see and kill the ward or champion. These wards should not be bought excessively, but for the two most important objectives on the map, Baron Nasor and dragon.




Pink: The pink circles on the mini map represent the spots on the map that should be pink warded by both teams.

Orange: The orange circles on the mini map represent the spots on the map that should be warded by the blue team at any certain giving time.

Red: The red circles represent the spots that should be warded by the purple team at any certain giving time.

Arrows: The arrows represent that the certain ward can be moved to the end of the tip of the arrow in certain situations, like Nocturne's ultimate, Paranoia, Rammus' Powerball, or an Oracle's Elixir is present from the enemy team.
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Skill Sequence



After trying different skill sequences with LeBlanc there is one path that I highly advise you take for quick poke, easy kills, and easy escapes. Below I will go indepth on each skill explaining the order I maxed them and why I maxed them first.



Mirror Image: When LeBlanc is brought below 40% health, she instantly becomes stealthed for half a second. When the stealth fades, she creates a Mirror Image of herself that can move, deals no attack damage, has 53+(17 x level) less health, and lasts for up to 8 seconds. This can only occur once per minute, regardless of cooldown reduction. The illusion's autoattacks will proc on-hit effects (including damage).

Mirror Image is a very fun and useful passive. This passive can save you in tower dives because when the activation occurs, she becomes stealth for half a second. The stealth allows you to avoid one turret shot ensuring an easy tower dive Mirror Image can also deceive your opponents by baiting them in a different direction using Alt + Right Click to move the clone.


sigil of silence: LeBlanc projects an orb towards her target, dealing 70/110/150/190/230 (+60% of ability power) magic damage and marking the target for 3.5 seconds. If the target takes damage from one of LeBlanc's abilities, the mark will trigger, dealing 20/40/60/80/100 (+30% of ability power) magic damage and silencing the target for 2 seconds.

sigil of silence is LeBlanc's everything, it is her harassing tool, her farming tool, and her cherry picking tool. sigil of silence is the main component to all of her combos mainly because it marks the target meaning that if another skill hits the sigil, it triggers dealing extra damage and silencing them as well.

sigil of silence Tips: If you have two minions that are really low HP, don't be afraid to auto attack one and sigil of silence the other one, last hitting is important!



Distortion: LeBlanc rapidly moves to a target location, dealing 85/125/165/205/245 (+60% of ability power) magic damage to nearby units. In the following 3 seconds, she can activate Distortion again to return to her starting location.

Distortion is more of a utility spell for LeBlanc. With this blink, you can escape ganks, set up ganks, juke an enemy team with its reactivation to return to the starting location, and get back to lane quicker.

Distortion Tips: When you recall or die, use Distortion to return to lane quicker so you won't miss experience and farm.



Ethereal Chains: LeBlanc flings illusionary chains towards a target location. If it hits an enemy unit, it will deal 40/65/90/115/140 (+50% of ability power) initial magic damage and slow their movement speed by 25%. If the target remains shackled for 2 seconds, the target takes 40/65/90/115/140 (+50% of ability power) additional magic damage and is unable to move for 1/1.3/1.6/1.9/2.2 seconds.

Ethereal Chains is another utility spell for LeBlanc, just like Distortion, Ethereal Chains can setup ganks for you, escape ganks, and can lead to an easy free kill if you land it.

Ethereal Chains Tips: If the enemy team has an overextended player that is fleeing, don't be afraid to start your combo off with Ethereal Chains first, this unallows the enemy to flash out of the tether range ensuring another kill for your team.



Mimic: LeBlanc can cast the previous spell she cast. The mimicked spell deals 10/25/40 percent increased damage.

Mimic is a simple spell that basically copies the previous spell she casted, but deals extra damage. Mimic can be used as a bursting spell by mimicking sigil of silence or it can be used as a utility spell with Distortion and Ethereal Chains.

Mimic Tips: Don't be afraid to Mimic your Distortion to farm creeps mid-late game easier! Also, dont be afraid to Mimic your Ethereal Chains to secure a kill safely when your teammates are around.


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Combos: Levels 1-5

In this chapter, I will discuss on each combo that you can use with LeBlanc and when and where to use it. Specifically, this chapter will talk about the early levels before you get your ultimate, Mimic [levels 1-5].

Harassing Combos:

This section will talk about the skill combos you can use to harass your opponent in the early levels. I will not discuss all of the possible combos because these are real ingame situations that could happen in which you can use these techniques so harass your opponent effectively.

Auto Attack + Sigil of Silence + Auto Attack - a quick harass that will let you come out on top if you back off right after the last auto attack. This combo would most likely work against anyone, but the enemy will probably trade damage with you because you would use this move at level one.

Sigil of Silence + Distortion + Auto Attack + Distortion - a quick burst with an extra auto attack because the target is silenced, making them unable to trade back with you as you distortion back to your original spot. This would work against mids who are aggressive enough to walk near LeBlanc's Distortion

Sigil of silence + Ethereal Chains + Auto Attack + Distortion + Distortion + Auto Attack + Sigil of Silence - a combo that will only work if the enemy is dumb enough to try and trade with you, first you throw your sigil then lead them with chains, silencing them as they run away. This means you can auto attack freely as well as blink onto them followed up with another auto to deal massive damage. This combo would most likely work against aggressive mids.

Distortion + Sigil of Silence + Ethereal Chains + Distortion - a harassing tool that does quick damage that will not allow them to trade with you, at all. This is because when you Distortion in and throw your sigil of silence and Ethereal Chains as you Distortion out quickly, the chain will continue to follow the target as you return to your original spot. This combo would work against mids who are very passive and near their turret thinking they cant take damage before you turn level six.

Gank Setup Combos:

In this section, we will discuss about the combos you can use to setup ganks with your jungler or other lanes during the early levels.

Distortion + Ethereal Chains + Sigil of Silence - the reason why we would send the chains first is because your jungler is ganking, meaning that you need to slow them first and silence as well as a snare so your jungler is follow up quickly before the enemy blinks out when the silence is gone. This combo would most likely work against a passive enemy mid.

sigil of silence + Ethereal Chains + Auto Attacks + Sigil of silence + Distortion - You would use this combo when the enemy is walking aimlessly towards you or they don't have minion protection. Starting off with your sigil and chains, you can easily silence the enemy and throw in extra auto attacks while your jungler is bashing on them, after your sigil is up again, throw it on them and distort onto them, breaking the mark to deal extra damage and silence them, and by then, they will probably be dead.
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Combos: Levels 6-18

In this section I will list the extremely long list of combos that can be used throughout the mid and late game. These situations are realistic, meaning that I will not list every single set known to man.

Harassing Combos:

These combos are used for the laning phase around levels 6 to 13 or so. These combos will utilize your great burst to gain the better advantage on your enemy.

Distortion + sigil of silence + Mimic + Distortion - a very simple setup that any person can do. Simply blink in and throw your sigil and mimicked sigil to deal around 40-50% of their health based on how much magic resistance they have during the laning phase. This combo can lead to an easy kill later when your Mimic is up as well.

sigil of silence + Mimic + Ethereal Chains + sigil of silence + Distortion - a combo that should be used then the enemy mid player is trying to harass/poke/engage on you. Instead of wasting a Distortion right away, throw your heavy burst that will silence them right away, denying access to their skills. After you throw your burst, quickly throw your Ethereal Chains onto them whether they are fleeing or still on you; kite them a bit until your sigil of silence is up and throw it on them along with another Distortion to do the extra burst and silence.

Ethereal Chains + sigil of silence + Mimic - use this order when you are afraid of a full out engaging on a strong burster like Annie. Cassiopeia. Anivia, etc. When you see them walk onto you, throw your Ethereal Chains onto them, this will panic them and force them to walk back to their turret giving you the chance to do free damage onto them with a sigil of silence and Mimic.

Gank Setup Combos:

At level 6, there are many combinations of setups you can use to gank a lane, or setup a gank with your jungler and or other lanes.

Distortion + Ethereal Chains + Mimic + Sigil of silence - use this combo when your jungler has a gap closer and or is close enough to follow up on your snares. Blink towards the player and throw your chains, right as it's about to proc the snare, throw your mimicked version of it and throw your sigil, silencing them and snaring them for a longer period, hopefully; ensuring a kill.

Distortion + Mimic + Ethereal Chains + sigil of silence - basically, use this combo when you're lane ganking [ganking from your team's turret]. You double distort to catch up to the enemy team and throw your Ethereal Chains and sigil of silence to silence and snare them, ensuring an easy kill, especially if you're ganking bottom lane or if your jungler is there.

Teamfight Combo:

There is one, and only one combo you should do in a teamfight, and this is of course, aimed towards their AP or AD carry [most likely AD carry].

Distortion + Deathfire Grasp + sigil of silence + Mimic + Ethereal Chains [if applicable] + Lich Bane [if applicable] + Ignite] + Distortion - this combo is the one you need to master the most, if your game ever gets to late game [teamfight phase], make sure to use this combo onto their carries [preferably AD carry] and jump back out, most likely giving you and your team the upper hand in a team fight.

WARNING: In order to do this, and most likely all the other combos listed above, you must use smartcasting which is a concept where you hover your mouse over an enemy champion or minion and press the preferred skill key. Smartcasting allows you to throw all of your junk onto the enemy team and get back out safe and sound.
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Matchups: A - F (Under Construction)

Ahri - the Nine-Tailed Fox
Difficulty: Easy - with a few buttons and juking, you can easily shut Ahri down and make her useful for a majority of the game.
Direct Threat: High - one charm could easily lead to a kill especially if their jungler is there, giving her a kill to buy magic resistance/health can easily shut you down.
Indirect Threat: Medium - can farm passively, probably missing a few last hits because of your zoning, but if you roam, she can easily push your lane and deny you of experience.
Jungle Synergy: Medium - only one crowd control, Charm. Probably not dangerous because you have two blinks, or three if you ever need it.
Gankability: Easy - Extremely susceptible to ganks, especially early game when she doesn't have Spirit Rush, but even if she gets it, making her waste it can make her an easy kill.
Explanation: Not really much to say, but make sure to watch for her green glowing orb, this means that she has her spell vamp passive up, meaning that she can easily bait you or sustain your ignite with her Orb of Deception. Just make sure to dodge her skillshots and keep thinking whether you can trade more damage her without Charm landing.

Akali - the Fist of Shadow
Difficulty: Medium - easy to shut down before level six, and if you wrecked her enough before level six, you can destroy her after six too. As long as you don't let her double proc you ( Mark of the Assassin + Shadow Dance + Mark of the Assassin + Shadow Dance/Proc)
Direct Threat: High - at level six she can outplay you hard and burst you hard, forcing you to recall and miss farm and experience. She probably can kill you too...
Indirect Threat: Low - with Akali, she needs to be able to use her high damage to harass the enemy foe, and her passively farming doesn't help anything but make her take free damage from LeBlanc.
Jungle Synergy: Low - until level six, basically, before level six she sucks butt. High, at level six or past six, a simple stun/taunt/etc. can easily kill you.
Gankability: Medium, with her shroud, she can pull off some pretty cool tricks in mid, whether it's dashing to your own minions and running down your jungle, or just waiting till your jungler CC's her immediately putting shroud down to negate all of that.
Explanation: Basically, dominate her before level six, and at level six make sure to damage her and bait her Twilight Shroud, and when it's down, use your big burst to decimate her.

Anivia - the Cryophoenix
Difficulty: Easy - Anivia is so easy to shutdown in lane before and after you're level six. This is because Anivia is a rather frail and skillshot reliant champ, meaning that you can dodge at least half of her combo, and forcing her out of lane with your devastating combos.
Direct Threat: Medium - a very aggressive Anivia can destroy you if you give her free proc'd Frostbites. But since you're [leblanc your Distortion can dodge almost all of her skills and shut her down.
Indirect Threat: High - Anivia can easily go all defensive or gold per 10's and farm passively, meaning you cannot gank lanes or have lane control.
Jungle Synergy: Medium - if she lands a Flash Frost then you have a small chance of living if their jungler has high CC/damage. However, her Crystallize is easy to get out of because of your Distortion.
Gankability: High - she can easily be ganked before and after six, you can easily land a chain and silence and have your jungler bash on her egg with you.
Explanation: Basically, poke her down and kill her later, push your lane then go roam or recall and proceed to ruin her more. If she is pushing hard but missing 1 or 2 cs, tell your jungle that they can farm your lane while you use your strong roaming capability to gank other lanes.

Annie - the Dark Child
Difficulty: Easy - as long as you play your cards right.. (seeing how many passive stacks she has, silencing her correctly and abusing your higher spell range to avoid her Disintegrate.
Direct Threat: High - if you don't play carefully against her she can burst you down hard, maybe not to 0% but probably enough that one more Disintegrate can kill you since it's a rather short cooldown.
Indirect Threat: Easy - if Annie just farms passively the laning phase will always go in your favor. If Annie decides to get every single farm using her spells and auto attacks, this allows you to harass/burst her down. However, if she decides to get 3-4 creeps each wave (6) you may not be able to harass her as much but still force her out of lane easily.
Jungle Synergy: High - an easy Flash + Summon: Tibbers can set up a gank for Annie's jungler so easily. If the jungler has any form of CC or stealth detection for Mirror Image like Lee Sin's Resonating Strike or Tempest, you're probably dead.
Gankability: Easy - Annie is so easy to gank at any point in the game, just make sure not to towerdive her when you know she has Summon: Tibbers and her Pyromania stun is up. A simple root and silence can give your team another kill.
Explanation: Basically, play carefully against an Annie, if you see that she is running towards you [yellow aura around LeBlanc that means she wants to trade with you. Simply throw your Ethereal Chains at her and this will make her flee, throw your sigil of silence + Mimic + Distortion + Distortion out to get a free trade or throw one more sigil of silence which may get the kill coupled with Ignite.

Brand - the Burning Vengeance
Difficulty: Medium - can easily burst you down if he lands a stun... that's pretty much it for this guy, it's all about outplaying him.
Direct Threat: High - one Pillar of Flame or Conflagration + Sear can ruin you.. immediately. Basically once you're stunned before he's level six you'll be taking a lot of damage from his passive and forced to recall or drink your Health Potions.. and if he's level six and up, you're probably dead depending on his ability power and skill timing.
Indirect Threat: High - Brand can easily one shot caster minions with one Pillar of Flame and clear the melee ones quite quickly... the only time for action is when he casts his Pillar of Flame on the minions. Hopefully you can poke him and not get hit by a Conflagration + Sear depending where you Distortion.
Jungle Synergy: medium - you can probably dodge his stun easily as long as you don't get overly aggressive when their jungler has been gone for a while... but if he lands the stun you are either dead or forced to waste Flash + lane experience and gold.
Gankability: Medium - with his long spell ranges, he can easily lane aggressively or passively and will still be near his turret. A heavy CC jungler like Skarner, Amumu, or Alistar can help you with that though.
Explanation: Basically, all you need to do in this lane is dodge his heavy AoE and trade with him constantly so you can push and roam to gank.

Cassiopeia - the Serpent's Embrace
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Diana - Scorn of the Moon
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Fizz - the Tidal Trickster
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Matchups: G - M (Under Construction)

Galio - the Sentinel's Sorrow
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Gragas - the Rabble Rouser
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Heimerdinger - the Revered Inventor
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Jayce - the Defender of Tomorrow
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Karthus - the Deathsinger
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Kassadin - the Void Walker
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Katarina - the Sinister Blade
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Kennen - the Heart of the Tempest
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LeBlanc - the Deceiver
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Lux - the Lady of Luminosity
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Malzahar - the Prophet of the Void
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Master Yi - the Wuju Bladesman
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Mordekaiser - the Master of Metal
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Morgana - Fallen Angel
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Matchups: M - Z (Under Construction)

Orianna - the Lady of Clockwork
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Pantheon - the Artisan of War
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Ryze - the Rogue Mage
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Sion - the Undead Champion
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Swain - the Master Tactician
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Talon - the Blade's Shadow
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Twisted Fate - the Card Master
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Veigar - the Tiny Master of Evil
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Viktor - the Machine Herald
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Xerath - the Magus Ascendant
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Ziggs - the Hexplosives Expert
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Zilean - the Chronokeeper
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Zyra - Rise of the Thorns
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Screenshots

Below are some recent games with LeBlanc that I played.. there aren't that many because I'm busy getting ready for school... more to come though!

Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide